[Bf-committers] GPU-Rendering
Bart
bart at neeneenee.de
Tue Nov 23 23:11:07 CET 2004
Here is an article about GLslang:
http://www.advancedimagingmag.com/ai/script/search.asp?SearchSiteURL=\ai\articles\2003\ai-0603\ai_06-03_05.htm
And here is the official Docu:
http://www.opengl.org/documentation/oglsl.html
This is quite interesting for the game engine and the 3d viewport too.
Arne Schmitz wrote:
> Am Dienstag, 23. November 2004 22:18 schrieb Johannes Langlotz:
>
>>gpu rendering isn't really interesting for blender. you have to code it
>>for every graphics card individually. and i believe this is NOT os
>>independent.
>
>
> I think it is, if you use use something like GLSlang -- or whatever it is
> called. We have some people here that are using the new ARB_fragment_program
> and ARB_vertex_program extensions and it allows for several very interesting
> algorithms to be implemented on the GPU. Other Renderers also use GPUs to
> accelerate rendering -- most notably MentalRay. Although I never tried that
> one, but it says so in its feature list. But I also think that it is not that
> easy to incorporate. Especially if you want it to integrate with Raytracing
> and the like. I know that Raytracing already has been done on GPUs, but the
> results did not yet impress me that much.
>
> Arne
>
>
>
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